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skimmers and roads

 Post subject: skimmers and roads
PostPosted: Mon Nov 14, 2011 6:32 pm 
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Hello all

Although it may seem obvious, it is not explicitly stated anywhere...

I would assume that skimmers do NOT get the road movement bonuses?

If this is correct, is it mentioned anywhere since neither the terrain or skimmers sections state they do not.

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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 6:33 pm 
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They DO get the bonus, because, as you mention, it doesn't say anywhere that they don't get it.

Yes, it's silly.

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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 6:36 pm 
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Same goes for units with a move of 0. Apparently they're easier to drag along while on roads.

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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 6:41 pm 
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Dave wrote:
Same goes for units with a move of 0. Apparently they're easier to drag along while on roads.


Erk! So would that apply to landed Thunderhawks for example?

As a matter of interest, what type of units have a movement of 0? (All I know are landed aircraft and drop-pods, neither of which I have fielded yet)


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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 7:17 pm 
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AgeingHippy wrote:
Dave wrote:
Same goes for units with a move of 0. Apparently they're easier to drag along while on roads.


Erk! So would that apply to landed Thunderhawks for example?

As a matter of interest, what type of units have a movement of 0? (All I know are landed aircraft and drop-pods, neither of which I have fielded yet)


It's possible to have a unit with move Immobile, these can't move even on roads. With some care in list design there shouldn't be any problems - especially artillery pieces like Kriegs og Barans should be able to be moved even if they're move 0.


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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 7:17 pm 
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Given that most AC have a move of "n/a" I don't think that qualifies them for the +5cm for road movement (like a move of 0cm would). You'd have to have a move to begin with and not be classified as "n/a" or "immobile" in order to get the bonus.

Unfortunately the last paragraph of 4.2.5 muddies the waters when it says that all landed AC are treated as a ground unit with a speed of 0. However it does go on to note that they may not move.

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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 7:32 pm 
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Landed A/C's shouldn't get the road bonus, everything else does.....may be worth an FAQ...hmmmm.


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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 7:33 pm 
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Agreed. Another that notes the difference between moves of "n/a", "immobile" and "0cm" might be a good idea too.

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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 7:35 pm 
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Dave: on this subject, the Synapse Node should be immobile rather than 0cm...

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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 7:35 pm 
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Yep, noted.

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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 7:48 pm 
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Need to check on what that does re-garrison? Sure garrison is 0cm no immobile...


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 Post subject: Re: skimmers and roads
PostPosted: Mon Nov 14, 2011 8:07 pm 
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Indeed, but I don't think immobile is actually ever mentioned in the rules anyway.

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 Post subject: Re: skimmers and roads
PostPosted: Tue Nov 15, 2011 3:10 am 
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Immobile appears on the Drop pod.Perhaps Immobile means it can't be moved by any other means whereas field guns etc could be towed etc..?

I'd like to know what to use though Dave as I've been putting Immobile in the army book for 0cm moves....


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 Post subject: Re: skimmers and roads
PostPosted: Tue Nov 15, 2011 3:46 am 
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I think we're in agreement here that Immobile (Necron Pylon) means it can't move, ever. 0cm means it could move if it were on a road.

If you're unsure send a list of the immobile/0cm units to Meph, Chroma and I. We'll make a call.

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